• Skyrim: New city project
    3,270 replies, posted
That city could be some kind of rebel state or free city.
[QUOTE=G-Strogg;34838925]Technically the High King decides a matching armor set for all guards in Skyrim, since they are all part of one big army. That way when enemies invade the identification of what town the guards watch etc are easy.[/QUOTE] yeah that does make sense Though I guess we'll basically have to go with the mercenaries idea anyway, seeing as this city will never get mentioned as an actual town in the main quest
maybe the city could be independent heh
Just as long as we make it realistic. Why would an adventurer spend his own hard cash just so he can be a guard? Maybe he was hi-- I'm sorry. Anyhow, we have to make it believable somehow. Maybe the guards are offered insane wages.
When you're going to foward the file for next one?
Right now since I'm going to bed. Give me some minutes to upload it...is filesmelt ok?
[QUOTE=G-Strogg;34839199]Just as long as we make it realistic. Why would an adventurer spend his own hard cash just so he can be a guard? Maybe he was hi-- I'm sorry. Anyhow, we have to make it believable somehow. Maybe the guards are offered insane wages.[/QUOTE] maybe there's a really sick mine and the ruler of the island is hella rich and can afford paying for well equipped and trained guards since it's not a part of the high king's shit it wont need a custom uniform, just some regular matching armor
[QUOTE=Oicani Gonzales;34839427]maybe there's a really sick mine and the ruler of the island is hella rich and can afford paying for well equipped and trained guards since it's not a part of the high king's shit it wont need a custom uniform, just some regular matching armor[/QUOTE] I propose the mine be a heavily fortified death camp disguised as an ideallic workplace. That way there's fuel for a nice city-spanning quest, i.e. breaking in for evidence to depose the Jarl.
btw who's next on the list? Aight changelog: -fixed a bunch of statics, making some of the towns ground look better (this is a WIP) -inital navmesh, the road to the town and a bit inside is covered. If anyone else is doing navmesh, please wait until the last minute before you finalize! navmeshes dont cross cell borders and it's extremely important that they match on both sides of a border otherwise NPC's cant cross cell borders! [editline]24th February 2012[/editline] [url]http://filesmelt.com/dl/uusimaa.esp[/url] Have at ye [editline]24th February 2012[/editline] Also if you place statics there's a slight chance I might alter their position if they stand on ground I intend to fix. I won't delete anything tho!
[QUOTE=Cone;34839473]I propose the mine be a heavily fortified death camp disguised as an ideallic workplace. That way there's fuel for a nice city-spanning quest, i.e. breaking in for evidence to depose the Jarl.[/QUOTE] Lower parts of the mines should be gulag camp. And maybe the city owner's title shouldn't be jarl?
[QUOTE=oskutin;34839514]Lower parts of the mines should be gulag camp. And maybe the city owner's title shouldn't be jarl?[/QUOTE] Maybe the city owner should be like some big-shot Imperial merchant who got lucky and bought the area from an indiginous tribe. That way we can get in a load of foreshadowing about the merchant's fate of being stabbed in the face repeatedly by the Dragonborn.
So you guys are ok with me taking the responsibility of fixing the town ground, or is anyone else interested in working on that?
This is just a few ideas I think might be handy, I've never touched any mod tools with any of bethesda's games so I'm pretty much useless at editing the city it's self but here is a draw over. [img]http://horobox.co.uk/u/Reag_1330075662.jpg[/img] Basically boatyard, lighthouse, some ice in the water and add some walls/catapults if you're going with the merc theme, they wouldn't go cheap in defences.
Maybe the shouth side of the 2nd island is ideal for the docks. It covers from winds.
welp, night erryone! see you tomorrow.
[QUOTE=oskutin;34839646]Maybe the shouth side of the 2nd island is ideal for the docks. It covers from winds.[/QUOTE] Maybe, more space as well so you could throw in a fishery as well, have to remove a bit around it to make it so ships can go in and out, logically that is.
Ships can go from west side of the 2nd island. Just an ideas. [img]http://www.1337upload.net/files/1idea.png[/img] [img]http://www.1337upload.net/files/crosssection.png[/img] [editline]24th February 2012[/editline] [QUOTE=G-Strogg;34839481]btw who's next on the list? Aight changelog: -fixed a bunch of statics, making some of the towns ground look better (this is a WIP) -inital navmesh, the road to the town and a bit inside is covered. If anyone else is doing navmesh, please wait until the last minute before you finalize! navmeshes dont cross cell borders and it's extremely important that they match on both sides of a border otherwise NPC's cant cross cell borders! [editline]24th February 2012[/editline] [url]http://filesmelt.com/dl/uusimaa.esp[/url] Have at ye [editline]24th February 2012[/editline] Also if you place statics there's a slight chance I might alter their position if they stand on ground I intend to fix. I won't delete anything tho![/QUOTE] But who is going to continue now?
[QUOTE=oskutin;34839705]Ships can go from west side of the 2nd island.[/QUOTE] Ah I see now.
[B]I'm editing the map, i'll do quick edit[/B]
What I think. Also, the lighthouse could be moved if it would make more sense to have it on the opposite side by the docks. [t]http://dl.dropbox.com/u/13781308/idea1.png[/t]
There's already small boatyard at the farm area, fishery could be added there.
Also, I don't know about anyone else but I think that the dwarven tower is out-of-place with all the Whiterun and Nordic stuff.
I can do some voice acting, here is a demo reel I just whipped up in 20 seconds. I can also do more voices then the 3 [media]http://soundcloud.com/kylepetersonworks/demoreel[/media]
[QUOTE=Pelf;34839991]Also, I don't know about anyone else but I think that the dwarven tower is out-of-place with all the Whiterun and Nordic stuff.[/QUOTE] This place has interesting history. First dwarves had outpost/place there, then came ancient nords and built stronghold, then other fort were build over the ruins and then more people joined to the city :v: [editline]24th February 2012[/editline] [B]Finished editing![/B] [url]http://www.1337upload.net/files/0uusimaa.zip[/url] +Renamed city's cells Lufthraan. +Added small bridge to the mines. [editline]24th February 2012[/editline] Wait i'll reupload. DONE!
[QUOTE=ZZTop;34833981]I would really like to see someone high up in the town (eg, duke, lord, or very rich guy) being insane, in a blood thirsty way. He would pay you to go out and murder people and return body bits to him to feed his cannibalistic life style. I think it would be pretty cool.[/QUOTE] [QUOTE=Nitrowing;34829785]Had an idea: what if the arena announcer from oblivion had grandkids: [URL="http://www.facepunch.com/"]Listen to Soundcloud recording[/URL] [URL]http://soundcloud.com/nitrowing/luftahraahn-announcer-crier[/URL] It's rather late so going full-blown announcer might wake the neighbors.[/QUOTE] [QUOTE=RoflKawpter;34835667]Make a random dog wander around town and if the player interacts with it, it sits down stares at you, and through your mind it says "Slaughter the townspeople. Spill their blood in the streets, spread their entrails across the land!" in a very creepy voice then bark happily and run away.[/QUOTE] [media]http://soundcloud.com/xane225/luftahraah-trailer-v2[/media]
-snip terrible joke please kill me-
Waiting someone to continue. [url]http://www.1337upload.net/files/0uusimaa.zip[/url]
[QUOTE=Outcast_X;34840193][media]http://soundcloud.com/xane225/luftahraan-trailer[/media][/QUOTE]I can't stop orgasming.
I was going to record a couple lines of me talking like a skyrim guard, but it turns out my mic has a metric ass-ton of white noise. Ill see if I can touch it up in soundbooth, but either I need a new mic, or voice acting isn't for me. I'll just stick to being a useless "idea guy".
[QUOTE=Outcast_X;34840193][media]http://soundcloud.com/xane225/luftahraah-trailer-v2[/media][/QUOTE] You're perfect for it [editline]23rd February 2012[/editline] [QUOTE=oskutin;34840258]Waiting someone to continue. [url]http://www.1337upload.net/files/0uusimaa.zip[/url][/QUOTE] Can I take this turn?
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